Alright, spooky season is coming to a head so its time for an update. This one is going to probably be a little less about what Ive been doing and more about the future, so lets get into it. As for whats actually been done this month mostly the same things Ive been talking about. The zones for the next patch are done, except for an artifact I need to place. Currently, Im trying to determine which one to add. Which sort of leads into a side project Ive been working on. The lore for Verdant Village has been somewhat set for a long time, but I hadnt gone too far into the details outside of things relevant to the area the game takes place in. These things needed to be set out early incase any NPCs had anything to say about this stuff, or just had it effect their backstories. Admittedly, I think pretty much all of this more important talk has been relegated to the future dialogue system instead of just generic sayings. This decision was made because while it might be sort of strange to walk up to a person and just have them blurt out I sure do like the sunshine today! its probably far stranger to walk up to someone, say hello, and then have them reply My lineage is that of a king who reigned even before the collapse.. And no, there isnt a character in the game who will ever actually say that line. So anyway, Ive been solidifying the lore to setup for the future. I realized this needed to be done when writing one of the new characters actual story. Realistically, I should have solidified this completely some time ago, but things get away from me far too often sadly. Truth be told, I dont know how much of this stuff Ill use, but its something I think is important. Im talking about it here I suppose to justify the time spent a bit. I think people who play these sorts of farming sim games come for a variety of reasons. But I think there are two larger categories I can simplify them into. Some people (and I probably fall here) come to play the game. You know, make a farm, get the achievements, see everything the game has to offer, moving through objectives sort of like a checklist. Like I said, Im probably more in that camp. But I think there is another group of people that play these games who like to invest themselves into the world, meet the NPCs, read the dialogue, I guess roleplay it more. Now, Im not an expert, and I havent played a ton of these games so perhaps I just havent found the good ones. However, I feel that I havent truly cared about a story in any farming sim Ive ever played. Being social was always just another checkbox obscured behind a gifting system of some sort. This always seemed like a weird waste. I mean at the end of the day these games are meant to be a simulation, and the people within them should be interesting characters that you want to learn about or interact with, not just boxes on a list to check off. Nobody wants to roleplay in a boring world with one dimensional characters after all. I wont claim to be a great writer so Im not sure I can pull this off. I have admittedly written a few books (dont worry nothing youve ever heard of), but I wont claim to be particularly good at it. However, it seems a waste to make a game like this and not have anything substantial in terms of world building. Hence why Im currently writing down the specifics of historical events, religious groups, gods, wars, magic systems, and other stuff for a game about farming. The hope is that the world will have some level of depth to it and the characters will also take on some level of depth and have things to say about the world they live in. Im hoping that all of this will make more compelling characters and a more interesting world. This way the people who care about this sort of thing will have something to sink their teeth into, while the others who dont care will at least have it there if they decide they want to invest more into the world. I suppose also on the gameplay side of things (to incentivize the people who dont care about story) I plan to tie in rewards to character stories. Now, I dont know about other people, but when I read that sentence I think, Oh hes just going to give you like a recipe at the end. No, no, no my friend. I mean actual stuff. I have a whole bunch of stuff written down. All these are subject to change but some examples are, new NPCs appearing, new shops, new holidays, combat rewards, new systems like unlocking a boat to sail the ocean, new zones, etc. So anyway, lore, characters, world building, rewards, all that good stuff is planned, and Im finalizing the ground work to support the story that enables it all. More than a page into a word doc and all Ive talked about is lore, oh boy. In regards to the actual game this month work has proceeded as normal. Ive fixed a few bugs and made some changes here and there as well. I dont think anything is big enough that its worth going into specifically but Im basically cleaning up odds and ends to prepare for the next patch. The other two things to talk about are more structural than anything. The first is that I am aiming to patch before the end of November, fingers crossed. I suppose I dont want to guarantee anything 100% but Im fairly confident in that prediction. The second is related to patching. There was a certain someone who made a suggestion, however if you are if you are reading this, Im sorry, Ive forgotten your username. Their suggestion was a different patching schedule. If youve followed this game from when it was just on itch.io you might remember that I used to do weekly updates when I was just a young whippersnapper. That was when I was working on game dev full time so I could actually accomplish things in 1 week. Im not crazy enough to do a weekly patch schedule, but there is a compromise which is what was suggested, monthly patching. To explain, a while back I made and put out a roadmap for this game. It specified the patches for the game on a large scale. I think there were about 8 patches or so between now and a 1.0 release. That, for anyone unfamiliar with game dev, is not a lot given what still needs to be done. The problem with this is pretty basic and now that Ive been following the roadmap for a few months Im starting to see the issues. Updates are, simply put, too infrequent. If nothing else there are bugs that are reported that just sit in the live version of the game for far longer than they should. Aside from bugs there are smaller features or QoL that are done and I just sit on them waiting for a much larger system to be finished. It just isnt a great system. So, the plan is to make these news updates I guess news and patches. Or to do patches in the middle of the month and news at the end of the month like usual, sort of just depends on what I decide. The point being, updates once per month. The caveat to this is that it will mean splitting my time between larger systems and small stuff. If there is a month where nothing of note that is smaller gets added I would likely forgo a patch, however I dont expect that will be the case. The other thing to mention with this is that this style wouldnt be starting until after this next patch. With any luck Ill patch in November and this new sort of monthly style would start in December. I think thats everything. Long update this month although I think it was mostly just me babbling about things. As always thank you for your patience, with any luck youll be hearing from me soon. Oh, and happy Halloween if you celebrate that sort of thing.
[ 2022-10-29 21:33:16 CET ] [ Original post ]
- Verdant Village Linux [304.58 M]
Features
- Create A Thriving Farm: Start with nothing, and with little more than the sweat of your brow turn your property into a bustling farmstead.
- Master Skills As You Progress: No one starts out as a master. Level up your skills as you work. Complete specific tasks to gain powerful perks to help you succeed.
- Uncover Lost Mysteries: Search throughout the land for hidden artifacts to piece together. The Empyrean Vale is vast and full of history to learn and history to unearth.
- Make A House A Home: Decorate your new property with a variety of different objects. Place whatever you want where ever you want it and truly create your own slice of heaven.
- Meet The Townsfolk: Interact and speak with over 40 characters living in Amberglen and beyond. Each character has a personality and story to tell.
- Cast A Line: Visit the multitude of different fishing spots spread across the vale. There are over 100 fish to catch, split between different environments, seasons, and times.
- Have A Taste: Learn to cook a litany of different meals. Get the locals to teach you different recipes and become the best chef in Amberglen.
- Lend A Helping Hand: Find and complete a variety of tasks for villagers. You'll find that everyone needs something done. Most are willing to teach you something in return as well.
Features To Come
- Hunting: Hunt a variety of animals in the nearby forests of The Empyrean Vale.
- Alchemy: Craft numerous potions and other odd items to sell or use.
- Combat: Battle your way past any threat you come across.
- Marriage: Find a spouse and court them.
- Sailing: Build a ship and sail the bay.
- Much much more
- OS: Any
- Processor: 2.0 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 512 MB Video Memory
- Storage: 400 MB available space
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